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L12[01:55:59] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20171015 mappings to Forge Maven.
L13[01:56:03] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20171015-1.12.zip
(mappings = "snapshot_20171015" in build.gradle).
L14[01:56:14] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L24[03:46:40] <c64cosmin> o/ does anyone
have a working example of a block with multiple variants?
L25[03:47:03] <c64cosmin> I became very
annoying to try to make it work
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L30[05:07:04] <Ordinastie> c64cosmin,
what's your issue ?
L31[05:12:56] <c64cosmin> I think I on to
something
L32[05:13:05] <c64cosmin> it seems that if
I want multiple blocks with variants
L33[05:13:13] <c64cosmin> I also need to
add them as ItemColored
L34[05:13:22] <Ordinastie> wut?
L35[05:13:25] <c64cosmin> and not as
ItemBlock
L36[05:14:38] <Ordinastie> yeah, or just
override getMatedata
L37[05:14:43] <c64cosmin> new
ItemColored(NEMOSIL_TALL_GRASS, true).setSubtypeNames(new String[]
{"simple","white","black"})
L38[05:15:05] <c64cosmin> in order to have
the variants in the editor tab you need to add them like so
L39[05:15:35] <c64cosmin> I will share the
code in few minutes I need to generalize the issue
L40[05:15:46] <Ordinastie> if by editor tab
you mean Creative Tab
L41[05:15:53] <c64cosmin> that ^
L42[05:15:55] <Ordinastie> you need
getSubItems in block
L43[05:16:01] <c64cosmin> they are not
enough
L44[05:16:16] <Ordinastie> err
L45[05:16:16] <Ordinastie>
getSubBlocks(CreativeTabs tab, NonNullList<ItemStack>
list)
L46[05:16:23] <c64cosmin> I will have as
many ItemBlock in the tab
L47[05:16:47] <c64cosmin> but only the
default would be placed as a block
L48[05:17:11] <c64cosmin> looked in the
vanilla code and saw what I was missing
L49[05:17:17] <Ordinastie> thats why you
need to override getMetadata in Itemblock
L50[05:17:30] <Ordinastie> when you place
the ItemBlock
L51[05:17:37] <c64cosmin> meaning I need to
implement a "extends ItemBlock"
L52[05:18:00] <c64cosmin> when I can use
the ItemColored class which does the very same
L53[05:18:18] <c64cosmin> look in Item.java
line 1298
L54[05:18:51] <Ordinastie> it take the
return value of getMetadata and pass it to getStateFromMeta
L55[05:19:00] <Ordinastie> but yes, you can
use ItemColored if you want
L56[05:19:05] <Ordinastie> shitty name
though
L57[05:19:44] <c64cosmin> :)
L58[05:21:52] <ghz|afk> yeah looking at
itemcolored, we should rename it to ItemBlockWithSubtypes
L59[05:22:16] <ghz|afk> but it's pointless
now
L60[05:22:25] <Ordinastie> not sure why
it's not in ItemBlock directly
L61[05:22:50] <ghz|afk> since class names
only change with major versions
L62[05:22:59] <ghz|afk> and 1.13 is going
to remove metadata values
L63[05:23:04] <ghz|afk> we don't know how
much this will change
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L72[06:53:35] <ben_mkiv> how would one
figure out if a player (right)clicked on a random block in the
world? i'm catching all interact events? should i just add a
raytrace + blockcheck or are there any additional events fired when
a block got hit?
L73[06:54:39] <ghz|afk>
PlayerInteractEvent.RightClickBlock ?
L74[06:54:52] <ben_mkiv> thanks, was just
reading that class xD
L75[06:54:55] <ben_mkiv> sorry for
bothering
L76[06:55:03] <ben_mkiv> and thanks. yea
thats what i looked for
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L78[07:51:32] <ben_mkiv> is there an easy
way to get like a bounding box of the field of view of the
player?
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L80[07:51:53] <ben_mkiv> so that i could
figure out what to push to the renderer and what not
L81[07:57:33] <fscan> hey, a small
question: Block#getPickBlock should return the ItemBlock as it is,
eg the "silk touched" version, right? And
Block#damageDropped is the damage/data value for the item produced
for "normal" breaking?
L82[08:00:57] <fscan> the issue i have, if
my assumptions are correct, is that getPickBlock calles
Block#getItem which in turn construct a ItemStack with the current
ItemBlock and the damage value from Block#damageDropped
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L89[08:36:34] <c64cosmin> except for wrong
screenshot xD
L90[08:38:14] <c64cosmin>
https://imgur.com/bUp4Pha that is a block with
multiple variants, and that particular variant is in the
blockstate.json yet it does not render it
L91[08:39:02] <TechnicianLP> then give us
said blockstate json
L93[08:40:14] <c64cosmin> was doing that
RN
L94[08:43:39] <TechnicianLP> well the model
tells you about variant "inventory_black" while you have
"inventory_simple" configured in the
blockstate.json
L96[08:54:43] <c64cosmin> that item model
exists, it was tested with a simple item
L97[08:54:58] <c64cosmin> simple block*,
that doesn't have variants
L98[08:55:53] <TechnicianLP> you still have
the variant in your json named incorrectly ...
L99[08:56:26] <TechnicianLP> (or you have
to look into the log - it should tell you whats wrong with the
model there)
L100[08:57:02] <ben_mkiv> i need to add
some custom nbt to an itemstack with my custom nbt when the stack
gets created
L101[08:57:16] <ben_mkiv> is the method in
Item.onCreated() what i have to override?
L102[09:01:47] <ben_mkiv> uhm, probably
just have to register the item with the nbt tag as the receipe
output :>
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L105[09:25:08] <c64cosmin> also I don't
get any errors in the logs, for not finding any variant, I don't
think it should...
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L113[10:41:09] <c64cosmin> solved that
issue @TechnicianLP
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L115[10:42:15] <c64cosmin> looked in the
code, it seems that it either uses the "inventory"
variant if there aren't used subBlocks with meta, or, if the Item
Renderer is registered to use the inventory variant, then it will
look for the model file in models directly
L116[10:42:17] <c64cosmin> woot!
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L121[11:06:19] <TechnicianLP> !latest
1.12.2
L122[11:06:25] <TechnicianLP> !latest
1.12
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L130[12:12:33] <TechnicianLP> i want to
cache a single object (as its value is fetched online) but i need
it to invalidate periodically/when i ask it to in order to refresh
its value the next time it gets retreived - is something like this
already implemented somewhere?
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L132[12:38:31] ***
airbreather_ is now known as airbreather
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L136[13:46:56] <barteks2x> isn't that like
10 lines of code...?
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L138[13:47:23] <ghz|afk> was there any mod
that allows ocmbining elytra with armor? ;P
L139[13:51:21] <TechnicianLP> i wrote my
own implementation by now (36 lines)
L140[13:52:00] <barteks2x> and I guess
that includes imports and comments
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L144[14:21:21] <MiniDigger> why would you
comment 36 lines? :D
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L159[16:22:02] <c64cosmin> are IBlockState
comparable?
L160[16:23:18] <ghz|afk> you can use == to
compare
L161[16:23:31] <ghz|afk> since they are
unique precomputed instances
L162[16:24:04] <c64cosmin> will metadata
also be taken in consideration?
L163[16:26:30] <ghz|afk> what
metadata?
L164[16:26:39] <ghz|afk> the metadata
isn't part of the blockstate
L165[16:26:49] <ghz|afk> it's just an
internal number used while writing the block to disk
L166[16:27:01] <c64cosmin>
withProperty(...)
L167[16:27:07] <ghz|afk> ah
L168[16:27:09] <ghz|afk> the values
L169[16:27:10] <c64cosmin> trying it now,
hope it works
L170[16:27:14] <ghz|afk> well those ARE
what makes the IBlockState
L171[16:27:21] <ghz|afk> each variant of a
block
L172[16:27:26] <ghz|afk> gets precomputed
during init
L173[16:27:40] <ghz|afk> there is only one
instance of each block's possible combination of property
values
L174[16:27:57] <ghz|afk>
minecraft:stone{variant:andesite}
L175[16:28:02] <c64cosmin> that is why you
need to specify createBlockState
L176[16:28:03] <ghz|afk> there is ONE and
only ONE IBlockState instance
L177[16:28:13] <ghz|afk> that represents
that block state
L178[16:28:19] <ghz|afk> so given that
they are unique and precomputed
L179[16:28:26] <ghz|afk> withProperty only
looks up another "neighbour"
L180[16:28:38] <ghz|afk> the
BlockStateContained has a lookup table of neighbourhoods
L181[16:29:31] <ghz|afk> so it knows that,
if you go from "block1{a=1,b=2}" and choose a new b=3, it
will find this value in the table and return the one instance of
"block1{a=1,b=3}"
L182[16:29:52] <ghz|afk> or in other
words
L183[16:30:10] <ghz|afk>
block1.getDefaultState().withProperty(a,1).withProperty(b,2)
L184[16:30:11] <ghz|afk> and
L185[16:30:17] <ghz|afk>
block1.getDefaultState().withProperty(b,2).withProperty(a,1)
L186[16:30:21] <ghz|afk> return the same
object instance
L187[16:30:37] <c64cosmin> thus it's
comparable by nature
L188[16:30:53] <ghz|afk> hence it's
comparable by reference, and you don't even need .equals
L189[16:31:03] <c64cosmin> thanks for the
explanation
L190[16:31:24] <c64cosmin> that means I
should work with IBlockStates as often as possible, if not
everytime
L191[16:31:30] <c64cosmin> also now I'm
curios
L192[16:31:44] <ghz|afk> everything you
pass around to represent a block's state
L193[16:31:46] <c64cosmin> curious*,
wouldn't that imply that in the future, there will more than 16
states?
L194[16:31:49] <ghz|afk> should be an
IBlockState
L195[16:31:58] <ghz|afk> there CAN be more
than 16 states
L196[16:31:59] <ghz|afk> even now
L197[16:32:15] <c64cosmin> without a
TE?
L198[16:32:19] <ghz|afk> the limitation is
that you can only have 16 distinct main states
L199[16:32:31] <ghz|afk> and the rest have
to be specified through context or a TE
L200[16:32:42] <c64cosmin> for example
like the stairs
L201[16:32:45] <ghz|afk> yep
L202[16:32:49] <ghz|afk> or fences
L203[16:33:28] <c64cosmin> fences are a
really nice example here, the 16 states determine the color while,
the connections are determined by context in the world
L204[16:34:03] <c64cosmin> thanks
GigaHertz
L205[16:34:12] <ghz|afk> the difference in
1.13 will be
L206[16:34:14] <c64cosmin> that was a very
through explanation
L207[16:34:19] <ghz|afk> that instead of
needing a TE for the extra states
L208[16:34:29] <ghz|afk> and using
metadata for the main ones
L209[16:34:34] <ghz|afk> the exact state
will be stored to disk
L210[16:34:46] <ghz|afk> using a
pallette
L211[16:34:54] <ghz|afk> (if Mojang
actually has done what they claim)
L212[16:35:16] <ghz|afk> so in 1.13+, mc
won't need to call getActualState every time
L213[16:35:18] <ghz|afk> it will just
know
L214[16:35:41] <c64cosmin> I suspect this
will also reduce map file size a bit
L215[16:35:56] <ghz|afk> it could
L216[16:36:08] <ghz|afk> but it depends on
how they store the info
L217[16:36:29] <c64cosmin> BMP like
palette is a good idea, like you said
L218[16:36:41] <ghz|afk> right now, there
are 12 bits + lighting for each block
L219[16:36:51] <ghz|afk> in vanilla
L220[16:36:56] <ghz|afk> and 16+light in
forge
L221[16:37:10] <ghz|afk> (the extra 4 bits
are not used by vanilla so if you load a modded save, things
break)
L222[16:37:19] ⇦
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L223[16:37:33] <ghz|afk> but with the
palette
L224[16:37:47] <ghz|afk> they might have a
dynamic number of bits, or bytes, or half-bytes
L225[16:37:59] <ghz|afk> we don't know
what the granularity will be
L226[16:38:07] <ghz|afk> if dinnerbone
wanted to feel fancy
L227[16:38:11] <ghz|afk> he'd have done it
with bits
L228[16:38:28] <ghz|afk> so if only 2
blocks exist in a chunk, only 1 bit would be needed (+
lighting)
L229[16:38:41] <ghz|afk> but if 4000 are
used, then 12 bits would be stored for each
L230[16:39:03] <ghz|afk> when I say
blocks, i mean "distinct blockstates"
L231[16:39:15] <ghz|afk> and if he wants
to be friendly to mods
L232[16:39:20] <ghz|afk> he'll have made
it able to go up to 32 bits
L233[16:39:22] <ghz|afk> ;P
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L235[16:40:09] <ghz|afk> but based on
previous.... cases
L236[16:40:20] <ghz|afk> chances are it
will be 16 bits max, and forge will have to expand it somehow
;P
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L239[16:40:57] <c64cosmin> or some huffman
encoding?!
L240[16:41:33] <ghz|afk> aren't region
files packed with zlib?
L241[16:41:38] <ghz|afk> that implies
huffman is already used ;P
L242[16:41:45] <c64cosmin> no idea really
:D
L243[16:42:18] <ghz|afk> zlib is an
implementation of DEFLATE
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L245[16:42:29] <ghz|afk> which is LZ77
repetition removal, + huffman coding
L246[16:42:57] <c64cosmin> thought they
are plain raw xD
L247[16:43:15] <ghz|afk> There are
currently two defined compression schemes:
L248[16:43:15] <ghz|afk> value
method
L249[16:43:15] <ghz|afk> 1 GZip (RFC1952)
(unused in practice)
L250[16:43:15] <ghz|afk> 2 Zlib
(RFC1950)
L251[16:43:15] <ajb> region files are
definitely packed
L252[16:43:23] <ajb> they are only
5MB
L253[16:43:25] <ghz|afk> so yeah
L254[16:43:30] <ghz|afk> region files
already use huffman ;P
L255[16:44:38] <ajb> if not compressed
they'd be 60MB or something
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L257[16:51:53] <ghz|afk> does anyone know
a mod that removes that stupidly idiotic thing mojang did of not
allowing infinity and mending on the same bow?
L258[16:53:30] <ghz|afk> foundit
L260[16:53:55] <ghz|afk> let's try
it
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L268[17:21:07] <c64cosmin> does anyone
know how to add an extra photo in my Imgur album?
L269[17:21:18] <c64cosmin> it says, remove
the album from gallery, how?
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L272[17:52:18] <c64cosmin> lol, I need to
remove the album, then I can add photos :/
L273[17:52:52] <ajb> i think gallery is
like "publish this to the public" option
L274[17:53:53] <ajb> so they make you
unpublish it so you can't get your album on the front page and then
add offensive stuff to it
L275[17:55:20] <c64cosmin> yeah, I read
about it, it's by design
L276[17:55:31] <c64cosmin> now it makes
sense
L277[17:55:39] <c64cosmin> well I will
keep it unpublished then
L278[17:56:05] <ajb> you can still share
it with the link
L279[17:56:53] <c64cosmin> yeah, and I can
share in the gallery by adding the album in the description
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L282[18:17:12] <Hink> How do I make
colored vertexes with the worldRender wrapper thingy?
L283[18:17:31] <Hink> Like when you do
vertexes with glColor4f
L284[18:18:30] <c64cosmin> what do want to
achieve?
L285[18:18:55] <c64cosmin> color blending
in the renderer?
L286[18:18:58] <Hink> yes
L287[18:19:11] <c64cosmin> one
second
L288[18:19:24] <ghz|afk> use LightUtil
instead of just adding the quads to the renderer
L289[18:19:31] <ghz|afk>
LightUtil.drawQuadColored or whatever
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L292[18:20:29] <Hink> Can I use that for a
GL_TRIANGLES with three different colored vertexes that have a
gradient between each other?
L293[18:20:34] <c64cosmin> if you use the
buffers buf.begin(GL11.GL_QUADS,
DefaultVertexFormats.POSITION_TEX_LMAP_COLOR);
L294[18:20:52] <c64cosmin> and in the link
you can see how to change every of the values
L295[18:20:58] <c64cosmin> pay attention
to the order
L296[18:21:05] <ghz|afk> Hink: no
L297[18:21:08] <c64cosmin> the
VertexFormat is pos then tex then lightmap then color
L298[18:21:16] <ghz|afk> lightutil uses
color multiplication on all the vertices
L299[18:21:31] <ghz|afk> I thought you
meant to change the color of the quads
L300[18:21:33] <ghz|afk> since that's the
common use
L301[18:21:36] <ghz|afk> if you mean
anything else
L302[18:21:40] <ghz|afk> then like
c64cosmin said
L303[18:21:55] <ghz|afk> .begin(quads,
POSITION_COLOR)
L304[18:21:57] <c64cosmin> using a
different VertexFormat will need to respect the order in the name
itself
L305[18:22:07] <ghz|afk>
.pos(x).color(rgb).endVertex(); x4
L306[18:22:08] <c64cosmin> ^
L307[18:22:12] <ghz|afk> xN
L308[18:22:19] <ghz|afk> .draw()
L310[18:22:49] <Hink> i was doing
.color(rgb).pos(x).endVertex();
L311[18:22:54] <Hink> probably why it was
crashing
L312[18:22:55] <c64cosmin> order is
important
L313[18:22:55] <ghz|afk> it MUST be the
right order
L314[18:23:05] <ghz|afk> check the actual
declaration
L315[18:23:10] <c64cosmin> it OpenGL
vertex object basics
L316[18:23:11] <ghz|afk> but the name
indicates the order in this case
L317[18:23:19] <Hink> yes
L318[18:24:11] <c64cosmin> (haha, for once
I felt helpful in the IRC xD, finally)
L319[18:25:17] <ghz|afk> c64cosmin: half
the mods I wrote
L320[18:25:27] <ghz|afk> were excuses to
learn something from minecraft/forge
L321[18:25:32] <ghz|afk> so I could answer
questions about it ;P
L322[18:26:12] <c64cosmin> all the respect
for that!
L324[18:33:01] <Hink> the triangle is just
the color of the last vertex
L326[18:33:39] <ghz|afk> enable the
shading?
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L329[18:33:47] <ghz|afk> you might need to
use GlStateManager.enablewhatever
L330[18:34:43] <Hink>
GlStateManager#shadeModel?
L331[18:35:15] <ghz|afk> yes
L332[18:35:46] <ghz|afk>
shadeModel(GL11.GL_SMOOTH)
L333[18:36:47] <Hink> i put the vertexes
in the wrong order because im stupid, but it works now
L335[18:36:50] <Hink> thanks!
L336[18:37:34] <c64cosmin> woot! way to
go!
L337[18:39:12] <ghz|afk> :)
L338[18:40:29] <c64cosmin> @Hink I didn't
meant to be offensive, now I realized what I've wrote :)
L339[18:42:17] <Hink> c64cosmin— huh, no
offense taken
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L356[21:04:32] <Hink> Are you supposed to
use GuiLabel for text labels?
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L371[23:34:50] <Mraof> Is the
@MethodsReturnNonnullByDefault in the package-info.java files for
Minecraft packages actually telling the truth?
L372[23:36:23] <Mraof> Actually, looks
like I answered that for myself, it isn't
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